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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <BoneHierarchy.h>
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| void | InitHierarchy () |
| bool | UpdateAnimWorldSpaceTransforms (const TArray< int32 > &TargetIndices) |
| void | PropagateAnimDirtyFlags () |
| void | GetDirtyIndices (TArray< int32 > &TargetIndices, const uint8 Mask) const |
| void | GetDirtyAnimIndices (TArray< int32 > &TargetIndices) |
| bool | GetAnimLocalDirty (const int32 TransformIndex) const |
| void | SetAnimLocalDirty (const int32 TransformIndex) |
| void | SetAnimLocalClean (const int32 TransformIndex) |
A hierarchy of transforms (bones) that tracks the state of transforms within the hierarchy, to do partial updates.
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Add a structure to the hierarchy.
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Get all world space transforms associated with BoneIndex.
The transform for the bone is offset index 0 of the return value. If this bone has associated sub structures, and the hierarchy was initialized with FirstClassSubStructures = true, they start at index 1.
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Get a list of all transform indices that are dirty.
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Update each implicit group with parent and child information, and find root nodes.
Bones are sorted so that those with kinematic or dynamic bodies are first, and sorted by index (this allows to to iterate over the bone list when producing output for the animation system which asserts that the bone update list is sorted as an overly-sufficient check that parents are before children).
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Build the hierarchy. Must be done after adding structures, and before updating or sampling.
Prepare the hierarchy for adding structures (optional).
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Update all world space transforms for sampling.
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Propagate bone space dirty flags from parents to sub structures and children.
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Update the local-to-world transform of the actor the bones this hierarchy represents belongs to.
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Updates the local/bone space transform of a bone.
Setting transforms at this level requires the transform hierarchy to be resolved prior to sampling.
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Update the component space transforms of the specified indices.
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